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f8-features-tween-workflow

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Use when implementing or troubleshooting Tween feature workflows — tween animations, sequences, chain calls, UI relative motion, and coroutine/async support in F8Framework.

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Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/features/f8-features-tween-workflow/SKILL.md

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Tween Feature Workflow

⚠️ IMPORTANT: Before using this feature, you MUST formally initialize F8Framework in the launch sequence. Ensure ModuleCenter.Initialize(this); has run first, then create the required module, for example FF8.Tween = ModuleCenter.CreateModule<Tween>();.

Use this skill when

  • The task is about tween/interpolation animations (move, rotate, scale, fade, etc.).
  • The user asks about animation sequencing, loop types, or UI-relative motion.
  • Troubleshooting tween timing, easing, or auto-kill behavior.

Path resolution

  1. Prefer project source at Assets/F8Framework.
  2. For usage docs, read: Assets/F8Framework/Tests/Tween/README.md

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/Tween
  • Test docs: Assets/F8Framework/Tests/Tween

Key classes and interfaces

ClassRole
TweenManagerCore module. Access via FF8.Tween.
BaseTweenTween handle with chain methods.
SequenceManagerCreates and manages animation sequences.
EaseEasing curves (Linear, EaseOutQuad, EaseOutBounce, etc.).
LoopTypeRestart, Flip, Incremental, Yoyo.

API quick reference

Basic tweens (extension methods on GameObject)

gameObject.ScaleTween(Vector3.one * 2f, 1f);           // Scale
gameObject.RotateTween(Vector3.one, 1f);                // Rotate
gameObject.EulerAnglesTween(Vector3.one * 360f, 1f);    // Euler rotation
gameObject.Move(Vector3.one, 1f);                       // World move
gameObject.MoveAtSpeed(Vector3.one, 2f);                // Move at speed
gameObject.LocalMove(Vector3.one, 1f);                  // Local move
gameObject.LocalMoveAtSpeed(Vector3.one, 1f);           // Local move at speed
gameObject.GetComponent<CanvasGroup>().Fade(0f, 1f);    // Fade
gameObject.GetComponent<Image>().ColorTween(Color.green, 1f); // Color
gameObject.GetComponent<Image>().FillAmountTween(1f, 1f);     // Fill

Shake

gameObject.ShakePosition(Vector3.one, shakeCount: 8, t: 0.05f, fadeOut: false);
gameObject.ShakePositionAtSpeed(Vector3.one, shakeCount: 8, speed: 5f, fadeOut: false);
gameObject.ShakeRotation(Vector3.one);
gameObject.ShakeScale(Vector3.one);

Path

gameObject.PathTween(points, duration: 1f, pathType: PathType.CatmullRom,
    pathMode: PathMode.Ignore, resolution: 10, closePath: false);

String

text.StringTween("", "Hello!", 1f, richTextEnabled: true,
    ScrambleMode.Custom, scrambleChars: "*");

Chain calls

BaseTween tween = gameObject.Move(Vector3.one, 10f)
    .SetEase(Ease.EaseOutQuad)
    .SetOnComplete(OnDone)
    .SetDelay(2f)
    .SetEvent(OnMidway, 2.5f)
    .SetLoopType(LoopType.Yoyo, 3)
    .SetUpdateMode(UpdateMode.Update)
    .SetOwner(gameObject)
    .SetIgnoreTimeScale(true)
    .SetUseSmoothDeltaTime(true) // Smooth visual motion; ignored when SetIgnoreTimeScale(true)
    .SetCustomId("myTween")
    .SetAutoKill(false);

Tween control (via FF8.Tween or BaseTween)

FF8.Tween.SetCurrentTime(id, 5f);       // By id
FF8.Tween.SetCurrentTime("customId", 5f); // By custom id
FF8.Tween.SetProgress(id, 0.5f);
FF8.Tween.Complete(id);
FF8.Tween.ReplayReset(id);
FF8.Tween.SetIsPause(id, true);
FF8.Tween.SetIgnoreTimeScale(id, true);
FF8.Tween.SetUseSmoothDeltaTime(id, true);
FF8.Tween.CancelTween(id);
gameObject.CancelAllTweens();

Value tweens

FF8.Tween.ValueTween(0f, 100f, 3f).SetOnUpdateFloat((float v) => { });
FF8.Tween.Move(gameObject, Vector3.one, 3f).SetOnUpdateVector3((Vector3 v) => { });

UI relative motion

// Move UI by viewport-relative coordinates (0,0)=bottom-left, (1,1)=top-right
rectTransform.MoveUI(new Vector2(1f, 1f), canvasRect, 1f)
    .SetEase(Ease.EaseOutBounce);

Sequences

var seq = FF8.Tween.GetSequence();
seq.Append(tween1);                   // Sequential
seq.Join(tween2);                     // Parallel with previous
seq.Append(() => LogF8.Log("Done"));  // Callback
seq.SetOnComplete(() => { });
seq.SetLoops(3);                      // -1 = infinite
seq.RunAtTime(() => { }, 1.5f);       // Event at specific time
seq.RunAtTime(tween3, 2.0f);          // Tween at specific time
FF8.Tween.KillSequence(seq);    // Stop and recycle

Coroutine and async support

// Coroutine
yield return gameObject.Move(Vector3.one, 1f);
yield return sequence;

// async/await
await gameObject.Move(Vector3.one, 1f);
await sequence;

Workflow

  1. Choose tween type (move, rotate, scale, fade, path, etc.).
  2. Chain configuration methods for easing, delay, loop.
  3. Use sequences for complex multi-step animations.
  4. For UI, use MoveUI() with canvas-relative coordinates.
  5. Use SetUseSmoothDeltaTime(true) only for visual tweens that should smooth frame-time spikes.
  6. Use SetAutoKill(false) if you need to replay or hold references.
  7. Cancel/complete tweens when game state changes.

Common error handling

ErrorCauseSolution
Tween reference is staleAuto-killed and recycledUse SetAutoKill(false)
UI animation jumpsWrong coordinate spaceUse MoveUI for viewport-relative
Tween not playing during pauseTimeScale is 0Use SetIgnoreTimeScale(true)
Visual tween jumps after frame spikeRaw deltaTime catches up immediatelyUse SetUseSmoothDeltaTime(true) on that tween

Cross-module dependencies

  • UI: Used for panel open/close animations in BaseView.

Output checklist

  • Tween type and parameters selected.
  • Easing and loop configured.
  • Sequence order defined if multi-step.
  • Validation status and remaining risks.